Sid Meier's Civilization VI

Sid Meier's Civilization VI

122 ratings
One City Mode
   
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787.123 KB
Oct 28, 2020 @ 4:14pm
Mar 30, 2022 @ 7:02pm
15 Change Notes ( view )

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One City Mode

In 2 collections by Fuzzle
Fuzzle's Tweaks
25 items
Fuzzle's Mod Collection
57 items
Description
This mod adds a mode that disables the ability of all civilizations to receive settlers in any way besides their starting settler: production, gold, faith, etc.

The Settler unit is no longer tagged as a land civilian unit, preventing it from being purchaseable with faith with the Monumentality dedication/policy. Several other properties have also been tweaked to prevent Production and Gold purchases.

Religious Settlements belief now grants 30% faster border expansion vs the usual 15% since it no longer grants a free settler.

If playing with either expansion, Magnus' Provision promotion grants 25% Production toward Industrial Zone units instead of preventing Settlers from consuming 1 population, as this effect is useless without settlers.

Late era starts no longer grant additional settlers, nor does the AI gain additional settlers from higher difficulties.

There is an entry in the rewards table for Tribal Villages that grants a Settler. In normal gameplay, this reward cannot be received, but the entry is deleted to prevent it from being used if other mods would enable it.

(It is possible that other methods of obtaining settlers have been missed; let me know if that is the case and I'll patch it out)

Non-Steam users:
You can download this mod at this link.[drive.google.com]

To install the mod, unzip the folder to the following location:
Documents\My Games\Sid Meier's Civilization VI\Mods

In game:
Click "Additional Content" and make sure this mod is enabled.

[ko-fi.com]
Popular Discussions View All (1)
1
Dec 23, 2023 @ 7:26am
A.I. still spawn settlers on the mid game
Joaopcamposs
49 Comments
claudemac24hrs Sep 15, 2023 @ 5:55pm 
This reminds me of Civ5 with the one city challenge and the achievement One to Rule Them All.
Adonis Gaming Apr 3, 2023 @ 9:40pm 
is there a way to make the AI more aggresive I find that the AI just does not attack anyone now. I guess it's cause they are so far away from each other, but idk they just do not attack anyone.
Adonis Gaming Jan 25, 2023 @ 11:46pm 
God this is amazing. For my ultra modded playthroughs this adds the finishing touch I needed. I love it just how it is. Limits everyone to 1 city unless you conquor more. City states between my enemies and I become a political game to see who can influence their nearby citystates to have extra protection.

Wars are long distance affairs now so you can't just pump out unit after unit after each city you take. Combined with unit limit enforcement it makes you have to build up your army for an invasion and plan since you can't just spam 5000 units.

Love it! Been looking for a mod like this!
GRF Dec 20, 2022 @ 1:34am 
Thank you very much for your update, this mod is very comfortable for perfectionists.
Fuzzle  [author] Nov 12, 2021 @ 12:42pm 
I also made some other changes alongside the loyaly changes, allowing more districts in a city and granting trade route capacity at certain civics, etc. It's all in the mode description anyway.
bcchs Nov 12, 2021 @ 11:48am 
@Fuzzletop Thank you very much! Much appreciated - I am a big fan of your mod, and I play it exclusively since a few weeks. It's wonderful of you to be so responsive to the community. Again, thank you very much - I am just about to start a new game... :D
Fuzzle  [author] Nov 11, 2021 @ 6:00pm 
Just rolled back those changes to loyalty.
bcchs Nov 11, 2021 @ 12:03pm 
Hi, sorry, but could it be that the last update (11/5) somehow toyed with the citizen pressure? I noticed that now city states are quickly rebelling and joining other civs within the first 50-80 turns. I am sure that was different 2 weeks ago...
Nana7mi Nov 9, 2021 @ 12:02pm 
玩到了凌晨四点,这个MOD 对我来说大大提高了游戏可玩性。
Fuzzle  [author] Nov 2, 2021 @ 6:50pm 
Frankly I don't know what you would expect be to change for either of those things. If anything I would just remove the policy entirely, but there's no reason to change the Cothon imo.